WARD — Defend and Protect
Ward actions respond to immediate threats: storms, equipment failures, conflicts, external dangers. These are reactive, protective actions ensuring the settlement survives to continue building.
Duskara-Specific Ward Examples:
Environmental Hazards:
- Prepare for incoming superstorm predicted by weather workers
- Respond to sudden temperature spikes threatening greenhouses
- Rescue people caught in flash wind-shear
- Contain fire from overheated thermal exchangers
- Evacuate areas threatened by day-side heat creep
Infrastructure Crises:
- Emergency repair of failing storm barriers mid-storm
- Prevent aquifer contamination from surface breach
- Restore power during critical system outage
- Stabilize collapsing sections of linear city structure
- Fight equipment fires in cramped quarters
- Prevent violent conflict between feuding factions
- Stop hoarding of critical resources during scarcity
- Intervene when someone's psychic abilities spiral out of control
- Mediate before a splinter group causes permanent fracture
- Protect vulnerable individuals from mob mentality
External Dangers:
- Defend against predatory native creatures
- Secure settlement from raiders or desperate refugees
- Retrieve people lost in the scorched lands
- Warn neighboring settlements of cascading hazards
- Protect salvage operations from claim-jumpers
Ward Success Outcomes:
- Failure: Loss, damage, injury, the threat succeeds; +1 Tension (potentially +2 for catastrophic failures)
- Partial: Threat contained but at significant cost
- Success: Danger averted with minor losses
- Overwhelming: Threat eliminated completely, lessons learned, community strengthened; -1 Tension